Taking games to a new level: gamification in the school environment
Gamification is often discussed as a pedagogical tool to supplement education. Its purpose is to increase student engagement in the classroom. However, implementing this methodology demands meticulous school planning and a comprehensive understanding from parents to guarantee successful learning.
First of all, we need to understand the concept of gamification, which is the use of game mechanics techniques to produce content that is not customarily game-related. Instead, this mechanization uses elements that push game dynamics, such as points, badges, reward systems, and goals & challenges, ensuring engagement by exploiting the natural human tendency for competition and the reward system as positive reinforcement.??
It is also worth mentioning that gamification differs from game-based learning (a.k.a GBL). Although the terms may look similar at first glance, they do not mean the same and can lead to confusion if not properly understood. Briefly, gamification is the application of game-elements to non-game activities by developing a game dedicated to teaching a subject. In contrast, GBL uses an existing game (like The Great War: Western Front) to collaborate in the learning strategy.
The use of video games dates back to the 1970s and 1980s when consoles entered the entertainment world. As early as 1982, academics were able to see some possibilities for using video games beyond leisure. However, the term gamification appeared in 2002, created by Nick Pelling, to designate the game-like interfaces of commercial electronic devices. Still, only in 2016, with Pokémon Go, gamification grew stronger, conquering thousands of enthusiasts due to its refined and addictive reward mechanics. To understand the concept's expansion, apps such as Waze, Duolingo, and Fitbit are based on features such as rewards, badges, and active community participation, all associated with game mechanics.
As stated earlier, school gamification is welcome but needs to be strategically deployed. Implementation in education is relatively easy in several subjects and can incorporate augmented and virtual reality to create even more engaging and interactive learning experiences. In addition, by offering activities that demand interaction with the content through missions and objectives, progress monitoring, and the achievement of points or medals, schools enable students to develop soft and hard skills, such as commitment, emotional management, and accountability for their education. Finally, like any pedagogical methodology, it is necessary to set goals and deadlines for accomplishing tasks; although fun, the game is still a classroom activity and an evaluative method.
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Although gamification is still very much associated with STEM (science, technology, engineering, and mathematics), the tool applies to all disciplines and can assist the practice of sports and meditation activities. The advantages of gamification are many: it increases student engagement, enables better absorption and retention of content, and the teacher can accurately monitor the student's progression and reassess the learning curve individually.?
A successful and widely used educational game platform, MinecraftEDU, is worth mentioning. In 2014, Minecraft, a first-person video game that lets players explore and create in a 3D block-based world, was released. Following this, Microsoft introduced MinecraftEDU, a version of the game designed for educational purposes. Schools promptly incorporated a multiplayer online game that acted as a sandbox and role-playing platform into their educational curriculum when experts uncovered that children were gaining valuable abilities such as teamwork, creativity, motivation, and engagement from it.
MinecraftEDU provides the same features as the original game but with additional functions that allow teachers to control the gameplay and use it as an extension of the classroom, answering questions, providing tips and guidance, and even directly intervening in the game. Students then build or share worlds from elements learned in class, such as assembling a medieval camp from history and geography lessons while using geometry and physics concepts. Gamification offers a wide range of advantages, including enhancing critical thinking and problem-solving abilities, inspiring creativity and innovation, fostering social-emotional skills, and promoting digital citizenship.
Distance and online education are a reality in education. Schools use virtual elements to engage students and teachers to understand the teaching-learning process from a less traditional to a spirited and contemporary perspective. By incorporating elements of games, students are encouraged to work together, be creative, and develop a passion for acquiring knowledge.